> Uncaught (in promise) Your browser does not support graphics API "WebGL 2.0" which is required for this content.
Firefox 90 on 64-bit Windows 10. Presumably because I insist on using my souped up T400.
Still, looking at the video, I am going to say *VERY* slowly catching up.
For some reason kongregate decided it's not worth getting new games anymore. They must know why
Love 2D
TIC-80 for slightly larger ones.
Maybe Picotron in the future for yet larger ones. [1]
There's an open market niche for an integrated editor like the abovementioned but without arbitrary restrictions (of resolution, color palette, etc.), that isn't quite as big as say Unity or Godot. Noone has made this yet. But since the space exists between multiple efforts from both ends of the scale, it'll be filled soon enough.
Even I've considered making it, but have too many projects on my plate.
Game Maker gets an honorable mention, but it's pretty trash these days since the original author sold it.
Probably with whatever programming language you are currently best at. Virtually every modern language has a quick happy path to the web.
More specifically, those skilled in HTML/JS/CSS (and particularly WebGL) can do a shitload of damage on first order terms. E.g. everything inlined into single index.html file out on Github Pages. Doesn't get much faster than that.
If you have a little bit more time, you can investigate some systems-level programming options. I can provide a solid recommendation for C#/.NET. Blazor in particular is a really compelling way to put the type system of C# on top of your web components. For a "dumb small" game, the expressiveness of C# 8.0+ might be a bit overkill, but it is still really fucking nice to have all the same. If you want 100% functional UI you can just pull that lever whenever you are ready. Also, operating with Blazor in server-side mode would enable very trivial and responsive multiplayer experiences (assuming participants are near the server). This approach could be compelling for settings like corporate, campus, event, private LAN, etc.
It uses C# but compiles to web too, and has a very complete (if clunky) toolset.
Importantly, as compared with some of the alternatives, it can be used with very little actual programming, since it has a visual editor for levels, UI, animations, and whatnot.
as someone whose day job is making games in Unity, it is a bit finnicky for larger projects, but for this kind of scope it is perfectly adequate!
I should probably put my stupid maze generator somewhere so I could link to it.
...as long as you have the original Macromedia animation software up and running, I presume?
I've seen a couple of good Flash players. Is there comparable open (or even closed but maintained) Flash animation software?
It might still be more work than people want to put up with.